Use Gmprat for Path bounds with TRANSFORM_BEZIERS_TO_PATH
[ipdf/code.git] / src / objectrenderer.cpp
index 6a216bc..21c9648 100644 (file)
@@ -243,14 +243,14 @@ void BezierRenderer::RenderBezierOnCPU(const Bezier & relative, const Rect & bou
                ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,255,0,0));
        }
        
-       unsigned blen = pix_bounds.w;//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)), 
+       int64_t blen =  min(50L,pix_bounds.w);//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)), 
                        //min((unsigned)(pix_bounds.w+pix_bounds.h)/4 + 1, 100U));
                
                // DeCasteljau Divide the Bezier
        #ifdef BEZIER_CPU_DECASTELJAU
        queue<Bezier> divisions;
        divisions.push(control);
-       while(divisions.size() < blen)
+       while(divisions.size() < (uint64_t)(blen))
        {
                Bezier & current = divisions.front();
                //if (current.GetType() == Bezier::LINE)
@@ -328,7 +328,7 @@ void BezierRenderer::RenderUsingCPU(Objects & objects, const View & view, const
                                        break;
                        }
                }
-               Rect & bounds = objects.bounds[m_indexes[i]];
+               Rect bounds = view.TransformToViewCoords(objects.bounds[m_indexes[i]]);
                Bezier & bez = objects.beziers[objects.data_indices[m_indexes[i]]];
                RenderBezierOnCPU(bez, bounds, view, target, c);
        }
@@ -408,9 +408,10 @@ void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CP
                if (m_indexes[i] >= last_obj_id) continue;
                
                
-               Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
-               PixelBounds pix_bounds(bounds);
+       
                Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
+               Rect bounds(CPURenderBounds(path.GetBounds(objects), view, target));
+               PixelBounds pix_bounds(bounds);
                
                if (view.ShowingFillPoints())
                {
@@ -640,4 +641,12 @@ void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bo
        }
 }
 
+ObjectRenderer::PixelBounds::PixelBounds(const Rect & bounds)
+{
+       x = Int64(Double(bounds.x));
+       y = Int64(Double(bounds.y));
+       w = Int64(Double(bounds.w));
+       h = Int64(Double(bounds.h));
+}
+
 }

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